EDIT: Unfortunately the resolution of Guybrush was so low I had to shrink to whole picture. I hope one can still see that the upper portrait is Guybrush, too (from CoMI).
I call this game: "Caribbean Nights - Hordes of Monkey Island"
Oh geez, Duke Nukem, haha! Now if they could've just cancelled Duke Nukem Forever (never) earlier, and perhaps turned it into Guybrush Nukem, that would have saved the series in one blow.. perhaps. ^.^
What's the story on this anyway? Never got it. Probably an Ackley/Ahern insider thing they're going to keep a secret until the day they do something their characters never did - die. Think Ron Gilbert And The Secret Of Monkey Island.™
What were you hoping to achieve by posting those? The game is six days from release, being made by a core team of at most two dozen people who are in this because we love telling adventure game stories. While I wouldn't mind having some of the features you point out as being something you can "just" put into the game (PS: "just" is an extremely dangerous word, especially when trying to tell someone else how to do their job), we're a small studio which builds our tech in slow iterations with a focus on internal usability -- nearly every piece of the core toolset is built so that anyone in the company can use it, which is the only way we're able to actually turn around content with such small teams and on the rapid schedule episodic online content needs. For the record, we do have some post processing going on right now (for depth of field and glow/soft focus) but we don't have full screen gamut/contrast exposed at this time.
Well I still think he was trying to be (and maybe was) legitimately helpful. Telltale Engines' biggest weekness has always been the lighting, and while Tales of Monkey Island has made some real improvements (the aforementioned soft focus is very nice) there probably are a few things that could be done (not to this episode or even series, maybe) that could pretty things up a bit.
Look at Super Mario Galaxy. A few lighting tricks can really go a long way to make models look fuller and less plasticky, without requiring a radical investment in terms of resources. The examples posted are overdone for effect, but they're not bad ideas necessarily.
Anyway, Tales of Monkey Island is Telltale's best looking (and maybe best overall) release so far, so I'm not griping, but lighting goes a long way.
It's not just that. We're part of an industry where we have to work under pretty inflexible time/money constraints. As a profession, this is all about making something look as good as you can as fast and cheap as you can. Per-shot lighting would be nice, but even if everyone in the studio decided that new lighting would be better, that doesn't mean it's feasible. Every little bit of work we do costs real money and doesn't necessarily make money.
This post makes me sad. I can't imagine that all the nuances and graphical details of some of the old classics, including the original MIs, were considered purely for their financial ROI.
I think the gameplay video was quite cool and I'm really excited, and I respect the hell out of the veterans of telltale, but I hope the general attitude isn't as "just do the minimum to get us by" as I'm reading in this.
Comments
wrong
http://www.telltalegames.com/forums/showthread.php?t=8575
As if I would was just sayin was all
Dear Nick,
Stop ruining the photoshop thread.
Best,
Robert
Wow, I stand corrected. Most. Awkward. Thread. Ever. I think this proves that the anonymity brings out the absolute worst in people.
Elaines smile is hilarious!
EDIT: Unfortunately the resolution of Guybrush was so low I had to shrink to whole picture. I hope one can still see that the upper portrait is Guybrush, too (from CoMI).
I call this game: "Caribbean Nights - Hordes of Monkey Island"
NOOOOOOOOOO!
But we are still missing the king.
BrushDuke Nukewood
*adds contribution*
*sneaks out*
totally awesome
this sent my imagination reeling in like 10 different directions.
WELL DONE.
Ohhh.. reeling! Well chosen! Thanks
C'mon guys, moar p'shops!
What's the story on this anyway? Never got it. Probably an Ackley/Ahern insider thing they're going to keep a secret until the day they do something their characters never did - die. Think Ron Gilbert And The Secret Of Monkey Island.™
EDIT: Made the bodyshape more guybrush-y. will revert if this is an issue
np: Masha Qrella - Drunken Scene (Speaklow (Loewe And Weill In Exile))
LOL!!!!! OK, now I definitely need to go and sleep. I just hope I won't dream of a LeChuck-headed Blanka. You people are awesome
I totally want to play Caribbean Fighter 2!!!
ps. i edited my dark guybrush post to look a little more guybrush-y
Look at Super Mario Galaxy. A few lighting tricks can really go a long way to make models look fuller and less plasticky, without requiring a radical investment in terms of resources. The examples posted are overdone for effect, but they're not bad ideas necessarily.
Anyway, Tales of Monkey Island is Telltale's best looking (and maybe best overall) release so far, so I'm not griping, but lighting goes a long way.
You might win stuff!
This post makes me sad. I can't imagine that all the nuances and graphical details of some of the old classics, including the original MIs, were considered purely for their financial ROI.
I think the gameplay video was quite cool and I'm really excited, and I respect the hell out of the veterans of telltale, but I hope the general attitude isn't as "just do the minimum to get us by" as I'm reading in this.